Looks good so far, the only "bad" thing is that the Aidos' description is a little wonky; the Condor only has one flightdeck.Description states that it has less bays (not decks). That, AFAIK represents the number of places where fighters can refit, though the deck number is the same. (Technically I called "bays" the "location" property of slot json).
That Nyx system idea is so good! Why didn't I thought of that before when I tried to mage an anti-phase destroyer ???If you think of any other anti-phase system/weapon, let me know, I want to add at least one more such ship =)
Glad to see those ships finally out, I will check them this weekend for sure!
OMG the Nyx is the bane of phase ships!As I said, the balance is subject to change, especially if some things become OP. Like you said, Nyx is really good, but probably needs to have its range or effectiveness reduced. Maybe I should apply the effect only when enemy flux level is under some threshold?
Whilst the idea of stasis beams are sound, and they do work if you can break down an enemy's shieldsThey should work even if shields are up. Are you experiencing issues with that?
exceptionally weak for how close to danger they have to flyYeah, I also noticed it dying pretty fast. Probably the Long range EMP emitter should be a bit more "long range"?
Moros would be better served with a mobility ship system such as a burn drive type
Another possible solution could be to make the shield frontalYou mean "omni" I suppose? Yeah, that can be a solution (both of your ideas btw). I will consider those when I add more stuff and see how it plays together with existing designs.
carrier options in this mod are quite lacking so far (I know, WIP)Right, you know: WIP))
Gaia could have a flight deck added? It doesn't seem to be very worthwhile in my fleet and tends to die even when I ask it to sit back with the AidosDidn't encounter that. I wouldn't call it fragile + it has PD drones. Maybe I'll make it a bit tougher, but no flight deck for sure. It was made as a fire support ship, and it can be devastating with right loadout.
Hopefully there is a good PD weapon on the wayOnly on the way, unfortunately( Currently there is no PD weapon at all (and weapons are not very diverse). I just didn't manage to think of something really interesting, so if you happen to have ideas about that I'll be eager to discuss.
- The Moros doesn't display weapon flux for me in the editor, but does in weapon groupsHmm. No idea. I'll check it out and see if I can fix it.
- AI Pallas uses its ship system even when travellingThat is definitely a bug, thanks for reporting.
QuoteHopefully there is a good PD weapon on the wayOnly on the way, unfortunately( Currently there is no PD weapon at all (and weapons are not very diverse). I just didn't manage to think of something really interesting, so if you happen to have ideas about that I'll be eager to discuss.
Talking of PD, the destroyer on the last picture is going to have a mobility shipsystem and 6 tiny built-in PD lasers (approximately same dps as LRPD, but far less range).QuoteQuoteHopefully there is a good PD weapon on the wayOnly on the way, unfortunately( Currently there is no PD weapon at all (and weapons are not very diverse). I just didn't manage to think of something really interesting, so if you happen to have ideas about that I'll be eager to discuss.
Maybe a graviton-based pushback laser, in keeping with the faction ship-based systems. Maybe each weapon can push back one missile, balancing would be a matter of for how long and how hard it would push them.
What does Flux Destabilizer do exactly?It increases the amount of flux generated by firing weapons of the target ship. By 25% for capitals, 40% for frigates.
It increases the amount of flux generated by firing weapons of the target ship. By 25% for capitals, 40% for frigates.Thanks. Would be nice to have it more clear in the weapon description.
A small bug: Eject Engine Plasma and Amplified Phase Skimmer systems have identical short descriptions.Missed that. Will fix in the next update!
So....someone here plays Eve Online I see lolWell, not really) I've been playing it for a while, but I quited long time ago.
Gave this a spin, have some minor feedback.Thanks for feedback!
- The art is great. I'd love a look at your layered files just to see the process.
- Some of the slot layouts are really strange, eg, the Gaia has everything clustered in the front third of the ship, which makes for some odd overlapping and incredible vulnerability to EMP, torpedoes - lots of stuff could knock out both large slots or even most of the ship's weapons with one or two hits.
- The built-in PD lasers are great - been experimenting with those too. I'd like to see them installed on more ships, or all of the ships; it would give you more freedom to put a ship's slots in odd locations, without worrying over PD coverage.
I'll definitely keep playing around with it.
Will PBC be updated as well? That mod is on my playlist for a while
The Orion isn't a very good solo ship to begin the campaign.Agree, it was left since the first version when there was no choice due to lack of frigates. Scylla is intended to be a starting option. Though Orion is likely to get more speed in next update (or its drones more speed and range), as you described the same problem as I already thought of.
The Pallas and Scylla are better, the first one pilot a bit like a Wolf (but is surprisingly incredibly expensive)Well, the price tag is mostly due to its system, which can be very useful in player hands. But it is still much worse than top-tier frigates, so I will either buff its generic stats or lower the price.
I expected the Kratos to be my early backbone ship, unfortunately i realized it couldn't take many hits, nor give them.As you said, it is intended to be a backbone ship. It's balanced against Hammerhead, which I checked multiple times. It is not fancy, but it is quite decent, I find its implementation quite correct now.
The Nyx wasn't really an alternative either.As the description says, it is specialized to defeat phase ships (in probably quite inbalanced way). But it is definitely not a tank. More destroyers planned for next updates.
The Aidos surprised me, the description present it as a mediocre carrier, yet that thing have two launch bays, it's huge!Oops. I wanted to make it a Condor with less locations per bay (so that it can carry same number of wings, but have less slots for refit during battle). I probably messed with the file or maybe it was another 0.7 change for Condor... That will be fixed.
A Phobos might have been what i needed. Unfortunately i couldn't find one, nor i could afford it.That is definitely the tanky ship. It can take a lot of damage. Not sure why it wasn't present - when I play it is usually one of the most "popular" PBC cruisers on market list...
Bear in mind that i played with SS+ and Nexerelin, which currently make the game really, really frickin' hard.I suppose this was the main trouble. I played several times and have the same opinion. I already posted a screenshot with a whole fleet with lvl20 officers in Nex thread, but no one replied unfortunately. PBC is completely unplayable against such insanely leveled-up fleets, because the speed bonuses officers give are just too much. My faction wasn't fast before 0.7, but now it is just freakin turtle... Probably we'll get some fixes. And I also ended up lowering the supplies price in csv for my games: I just don't get fun out of supply hunt given current salvage.
i think PBC is noticeably on the underpowered side. At least for the early/mid game, didn't really had the chance to go beyond that.Their capitals and cruisers are cool, so maybe you'll try those some time later ;-) They do not play easy in early-mid game, that's true, but I plan on adding more stuff to FF and DD categories, so check it out when I roll the next update.
-The Pallas randomly use its Graviton burst, even when not in contact with the enemy.First issue is known, but I currently can't figure out the reason. Maybe I'll end up posting the code somewhere.
-The ships systems display numbers, but i don't know what they actually mean. For example : Ionized shield : -75, -50 without any descriptions. Same with the Phobos magnetic accelerator, i got just the numbers.
What is the chances of anything Higher than an Aether being spawned in Military Markets with 5+ stabilityWell, a have played a lot of times with Nexerelin and usually find most of the ships you mention. There are always capitals on your homeworld, but there are also times when I have hard time finding 1-2 exact ships. Actually, Aether is one of the rarest in my experience... Thanatos is usually quite common, Moros being a bit harder to find. But that is very random, you know..
I am glad I found your mod from the Nexerelin list, especially because you have some really nice designs. But I wanted to say that you should message Alex and ask him to add your mod on the mod index list. Everyone should be able to find your nice mod :) Really awesome work. Thank you!I always had the feeling that I have forgotten something =) I always just look through threads in mods section when I search for new mods, forgot that we actually have the index. Thanks for noticing that, I'll PM Alex.
Second, I'd reconsider the burn speed of 9 on the Orion. In the early game when I'm building a frigate swarm, burn speed of 9 is a killer. If the Orion is supposed to catch fast ships and hold them in place for the slower ships to catch up to, it needs to be fast enough to catch those fast ships, and right now, it's not.
I really like the Gaia cruiser, I use it often, very versatile neat little ship. I found everything else alittle underwhelming though, especially the capital ships (please phase out broadside oriented capitals from the game community, they never work.)
Moros is intended to be versatile, while being able to engage by both front and broadside. If fighting large ships, all large weapons can fire on the same target at once. And only one is out of arc if fighting something smaller. Moreover its special weapon and system are essential for battleship dueling, so I don't really consider it underpowered. Price... Well, it is vastly influenced by economy I guess, because I don't remember setting it to be as costly as 400K. Will check that.
why you felt like it was necessary to have a broadside capitalNot necessary, of course, but there are few of them, so a bit of diversity is probably not bad with that number of mods around.
That is probably quite off from the usual human playstyle, but I guess AI is relatively okay with that.
Like I said with that pricetag, and if you're modding (and you're here reading this so you probably are) then you know as well as I do with those credits you could get a capital with 5-6 frontal large if you wanted it.
Quotewhy you felt like it was necessary to have a broadside capitalNot necessary, of course, but there are few of them, so a bit of diversity is probably not bad with that number of mods around.
Broadside ships have one good advantage - armor. If you use frontal design and ruin the frontal armor, you may find yourself quickly losing hitpoints afterwards. For broadside ships you always have an option to switch sides. And for Moros you in fact have 3: two sides and front. All that is at expence of one large slot not being able to target small ships at front, which is quite acceptable to my mind.
That is probably quite off from the usual human playstyle, but I guess AI is relatively okay with that. Decent side firepower has saved me several times on this ship.
I will probably test how the overlapping large slots feel, I'm just afraid that it will be too OP in this case.
As for the price tag, I looked it up and it is 300K, same as Paragon, which is indeed a bit too much. But Moros is definitely more solid than Odyssey at 250K, so I think I will settle the price tag somewhere in the middle.
Like I said with that pricetag, and if you're modding (and you're here reading this so you probably are) then you know as well as I do with those credits you could get a capital with 5-6 frontal large if you wanted it.
Sounds good.
(http://i.imgur.com/LuVynQQ.png)
Broadside ships aren't bad, just weird. They can be very weak or very strong depending on who pilot it. Like Hartlord said, an AI controlled Conquest is underwhelming. But when the player get his hands on it, it's a kiting monster. And again, it depend of the ship. The THI Xu is a broadside ship, yet i think the AI is doing a pretty good job with it.
Still, the PBC capital ships are indeed weaker than it should be. The Moros got absolutely crushed against an Onslaught or a Paragon. I found that the AI don't use the ionized shield for some reason, but even piloted by me, the fight was unnecessarily rough.
Thanatos is in the same boat, it even lost against a Conquest. And the only reason it managed to kinda survive during the battle was because of the AI obsession with drones.
So yeah, probably some more tweaks to do. The Moros could definitely benefit from larger turrets angle for the rear large mounts so it can brawl better, but even then, i'm not sure that would make it competitive.
By the way, the price tag isn't a really good way to balance things, by knowing how to "farm" efficiently, money quickly become irrelevant in campaign and strong ships can still be abused. Monthly maintenance, recovery cost and things like those however, are much harder to ignore. Works much better to balance a ship than the price.
I found that the AI don't use the ionized shield for some reason, but even piloted by me, the fight was unnecessarily rough.
Quotewhy you felt like it was necessary to have a broadside capitalNot necessary, of course, but there are few of them, so a bit of diversity is probably not bad with that number of mods around.
Broadside ships have one good advantage - armor. If you use frontal design and ruin the frontal armor, you may find yourself quickly losing hitpoints afterwards. For broadside ships you always have an option to switch sides. And for Moros you in fact have 3: two sides and front. All that is at expence of one large slot not being able to target small ships at front, which is quite acceptable to my mind.
That is probably quite off from the usual human playstyle, but I guess AI is relatively okay with that. Decent side firepower has saved me several times on this ship.
I will probably test how the overlapping large slots feel, I'm just afraid that it will be too OP in this case.
As for the price tag, I looked it up and it is 300K, same as Paragon, which is indeed a bit too much. But Moros is definitely more solid than Odyssey at 250K, so I think I will settle the price tag somewhere in the middle.
Also the flux stats on Theseus and Kratos make them poor tanksTheseus has good armor and can use the system to keep things running for longer. Not only flux stats make up a tank. +it can be an awesome torpedo ship.
The TD pocket BC will rip you in half bro. GL with that:)I try to balance against vanilla, not other mods.
QuoteAlso the flux stats on Theseus and Kratos make them poor tanksTheseus has good armor and can use the system to keep things running for longer. Not only flux stats make up a tank. +it can be an awesome torpedo ship.
Kratos is meant to kite with beams.QuoteThe TD pocket BC will rip you in half bro. GL with that:)I try to balance against vanilla, not other mods.
Were both your ships under AI control? Test AI vs AI, no captains, and let me know your resultsNo, I played the battle twice - for both sides.
I just had a really bad surprise when i found out that the Aether Multi EMP goes through phase cloak. Needless to say, i panicked a bit when my flagship engines were shut down in the middle of the enemy fleet.Oh, that is actually a bug) It shouldn't be able to do that.
It might be a good idea to write it down on the ship description.
That ship looks beautiful.. and oh my god, are those large ballistic mounts? O_OCurrently 3 large mounts: 1 ballistic and 2 missile. But I haven't made final decision yet.
Don't you think it's a bit too wide? And makes for an easy to shoot target?Quite a bit)
That wouldn't be a problem for a support ship, but since you gave it 3 large mounts you intend for it to be used in active combat no?
You probably will also need to add checks against Templars or Exigency hulls when they get updated because they are shield-less factions and that could make those weapons god-tier against them.What weapons exactly are you talking about? Stasis beams just lower speed, neutrino beam applies additional effect only if target is shielded, flux destabilizer raises flux cost for firing. I don't quite see possible issues with shield-less ships here.
What weapons exactly are you talking about? Stasis beams just lower speed, neutrino beam applies additional effect only if target is shielded, flux destabilizer raises flux cost for firing. I don't quite see possible issues with shield-less ships here.Being able to apply those effect automatically seems unfair and could throw of the balance when use in combination of other weapons. A Hellbore+Stasis combo would be devastating against an un-shielded faction. Especially since those ships often rely on maneuverability to avoid the brunt of the incoming fire.
As well as fast ships can easily outmanuever most PBC ships and avoid fire. It won't be "fair" to disable stasis effect for, say, Exigency ships, and keep it enabled for Hound too. And making effect apply only to shielded targets will create an easy counter.Oh I'm not suggesting removing the effect for those factions, but just maybe tone it down. I had the issue with Scy's Singularity Torpedoes that utterly wrecked Templars if you managed to land a hit. Maybe those beams will be fine, but you should probably keep an eye out for those kind of issues.
Each faction has its strenths and weaknesses, and PBC was intended to be able to power down many of the common advantages like speed and phase cloak. I'd rather watch how it turns out before making adjustments to these effects.
Oh I'm not suggesting removing the effect for those factions, but just maybe tone it down. I had the issue with Scy's Singularity Torpedoes that utterly wrecked Templars if you managed to land a hit. Maybe those beams will be fine, but you should probably keep an eye out for those kind of issues.That is quite reasonable. I'll try to check that when I coma across new updates. It won't be a problem to adjust effect level for some hulls, if this really becomes a problem.
I need PBC!Good news everyone, that scream prevented me from postponing the release for tomorrow, so PBC 1.5 is already out! =)
Any chances of having a quick fix for the Erebus? Ship's OP.I haven't yet decided what to do with it. Perhaps I'll just removed about 2 decks, but quickfix is unlikely: next update will contain something new too. If this really annoys you, such a seasoned modder like you can easeily adjust the files to your liking w/o waiting for the fix.
Very funy faction to play at start war with tri-tiacon have some hard time but few bounties done get phase destroyer and tri-tiacon base i home system prety annoying bout will be soon done with this base by capture.Last time I played Nex with PBC it was working fine, you just need to select the starting race from "P" group.
how get start fleet for nexelin by playing as pbc?
What about a slow longrange projectile mode that slowly splits into multiple shards and a shortrange shotgun mode?Had something like that in mind at start, but then I remembered that one of the SS+ cruisers has exactly built-in
slow longrange projectile mode that slowly splits into multiple shards...
Idk, the projectile is actually a rocket that latch onto the ship and then fire the engine causing the ship to drift away or spin.I suppose the weapon should be quite decent at dealing damage as well, because it is this ship's main gun after all.
Now that i think of it, a "magnet" weapon would be interesting, shoot enemy 1, shoot enemy 2 (and 3 maybe), enemy 1 and 2 (and 3 if applicable) all collide with one another.Well, that is definitely original, I like the idea. Shooting several ships might be a bit too much, but maybe a sort of AoE singularity that will drag nearby ships to itself for a short period of time? Or, as you proposed, a magnet, that could be represented by 2 or more "tractor" beams coming out of the projectile.
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New 1.6 version has been uploaded.
Apart from minor tweaks it includes abovementioned frigate and a new unshielded cruiser:
(https://www.dropbox.com/s/gznh5szt8ag4ihq/pbc_gration_ca..png?dl=1)
Check it out!
Being one that does not like unshielded ships myself, I think a front shield Emitter would be an option for this. It has 150 OP, which for a normal Cruiser it is quite high. Btw, what is the Omni Armour?Omni armour is a built-in hullmod that reduces HE,EMP,beam and engine damage to armour and hull:
stats.getHighExplosiveDamageTakenMult().modifyMult(id, 0.5f);
stats.getEmpDamageTakenMult().modifyMult(id, 0.25f);
stats.getEngineDamageTakenMult().modifyMult(id, 0.5f);
stats.getBeamDamageTakenMult().modifyMult(id, 0.75f);
663597 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got a crash in the middle of a battle between DME/II vs PBC. Fortunately the second attempt went without crash.Thanks for report, I'll take a look at that. Not sure about the cause though, the callstack doesn't contain any PBC scripts, looks like some deferred core logic went down, perhaps something is incorrect about arc spawn. Do you remember if there were any destroyed ships/unusual objects near Aether in that moment?Code663597 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
at com.fs.starfarer.combat.systems.EmpArcEntity.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm seeing some "EmpArcEntity" thing here, and given the Aether was the only EMP ship on the field, i assume the bug is coming from its system.
16442114 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Problem loading class [data.shipsystems.scripts.PbcProjectedShield]
java.lang.RuntimeException: Problem loading class [data.shipsystems.scripts.PbcProjectedShield]
at com.fs.starfarer.loading.scripts.ScriptStore.?0000(Unknown Source)
at com.fs.starfarer.loading.specs.N.getStatsScript(Unknown Source)
at com.fs.starfarer.combat.systems.F.<init>(Unknown Source)
at com.fs.starfarer.combat.systems.P.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.N.createSystem(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.forsuper.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.?0000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.o00000(Unknown Source)
at com.fs.starfarer.title.C.OO0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.O0OO.oooO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.M.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.O0o0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException
at data.shipsystems.scripts.PbcProjectedShield.<init>(PbcProjectedShield.java:23)
at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
at java.lang.reflect.Constructor.newInstance(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
... 27 more
00a - LazyLib 2.1
00a - TwigLib 0.6.11
00b - Combat Chatter 1.6.1
00b - Common Radar 2.3
00b - Console Commands 2.7
00b - Lightshow 1.21 FOR SSP
00b - Lion's Guard 0.03a - NOT for Dynasector
00b - Simulator Overhaul 1.2b
00b - Target Practice 1.1
00b - Upgraded Rotary Weapons 1.2
00b - Version Checker 1.6
00c - Steiner Foundation 1.1.1
01 - Nexerelin 0.7.6d
01 SSP - Audio Plus 1.0.1
01 SSP - DynaSector 1.0.6
01 SSP - Ship and Weapon Pack 1.1.3
01 SSP - Starsector Plus 3.6.1
02 - Citadel Conglomerate 0.8.3b with Blaze's and Orikson's patch
02 - Diable Avionics 1.71RC1
02 - Interstellar Imperium 1.14.0
02 - Junk Pirates 2.5.5
02 - Knights Templar 0.9.6b
02 - Mayorate 0.9.2
02 - Scy Nation 1.11RC2
02 - Shadowyards Reconstruction Authority 0.6.0.6a3
02 - Tiandong Heavy Industries 1.1.2
02 - Underworld 1.0.4
N0 - AI War 0.3.1b
N0 - Dassault-Mikoyan Engineering 0.9.4b
N0 - Metelson industries a2.95b
N0 - Neutrino Corp. 1.83RC4.3
N0 - P9 Colony Group 0.48
N0 - Pegasus Belt Council 1.6
N0b - ApproLight 0.4.6a-f1
N0b - Flu-X 1.0
N0b - New Galactic Order 1.04c offered by Orkinson
N1 - Tore Up Plenty 7d
N1b - ICE - Idoneus Citadel Exiles 0.3.3LTS-1c